Dave Gross: Stat Up My Characters!

Saturday, December 15, 2012



Illustrations by Eric Belisle

We joke about gamers at conventions who want to tell you about their characters. Most of the time it's perfectly okay, but there's always that one guy who follows you into the bathroom talking about his +5 Holy Avenger. Dude. It's not all right.

As a long-time gamer, I sympathize with the desire to tell others about your paladin. Hell, in the Pathfinder Tales novels I'm basically telling you about my characters. Maybe it's time to turn the tables... with a twist.

When Prince of Wolves came out in 2010, James Sutter wrote a good article describing Radovan for Kobold Quarterly. I tease him that Charisma shouldn't be Radovan's dump stat, but I can't complain unless I stat him out myself.

But I won't. Or at least, I won't show those stats.

My secret is that with Hero Lab I have created character sheets for the important characters for all of my Pathfinder Tales novels. They're a big help when I deal with spell battles, but they also provide inspiration for action scenes. Can the game version of Radovan catch a knife thrown at him? I looked it up. Totally legit!

While I don't want to reveal any "official" stats to preserve the mystery of the characters, there's no reason you can't show us your version.

How would you stat up Radovan and Jeggare? How about Azra or Malena from Prince of Wolves? Burning Cloud Devil would be a challenge, as would Jade Tiger and all of the kami Arnisant meets in Master of Devils. Perhaps the most fun would be statting out Caladrel, Fimbulthicket, Kemeili, and Oparal from Queen of Thorns. And don't forget Ellasif and Declan from Winter Witch! I'm not sure Elaine or I ever did stats for them.

Post your character stats for any of my Pathfinder Tales characters in this blog's comments by January 2, 2013. With a little help from the Paizo editorial team, I'll choose three favorites to receive a signed copy of Queen of Thorns and a Radovan miniature.

What do you say? You've got my full attention. Tell me about my characters.

UPDATE: Additionally, each of the three winners will receive a free copy of Hero Lab from Lone Wolf Development. If the winner already owns Hero Lab, you’ll be able to select up to $20 worth of add-on packages for Hero Lab. The contest has also been extended to January 2, 2013.

Dave Gross
Pathfinder Tales Author

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Tags: Contests Dave Gross Eric Belisle Pathfinder Tales
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Liberty's Edge

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Pathfinder Roleplaying Game Superscriber

First of all, Saturday blog? Cool!

Second of all, a stat up Varian Jeggare and Radovan contest? Cool!

Dark Archive Vendor - Fantasiapelit Tampere

On it. Probably Queen of Thorns-era, since it was my favourite book :D


What level are we looking at here and what point buy set do we use?

Dark Archive Contributor

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havoc xiii wrote:
What level are we looking at here and what point buy set do we use?

That's part of the contest: You decide the right level, and two equally good entries might choose different ones. For example, the Varian of "A Lesson in Taxonomy" is quite different from the one in Queen of Thorns.

Use whichever point-buy best suits your image of the characters, or ignore that restriction altogether. The only restriction is that you should stat them up in Pathfinder game terms.


Ahh understood getting to work now ;)

Sovereign Court

Varian is really tricky to stat-up.


What the heck happened to our weekly miniature updates from Mr. Mona

Paizo Employee Developer

Oozi McOoze wrote:
What the heck happened to our weekly miniature updates from Mr. Mona

This thread will answer your questions. Toward the end there is a link to a pic Erik posted to our Facebook page as a bonus.


A challenge and a half. Let me ponder.

Dark Archive Contributor

Remember, you can compete even if you've not yet read any of the novels. I'd love to see someone stat up characters from the web fiction, including the boys of course.


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I love "Master of Devils", yay.

The Goblin Who Swallowed the Wind, CR 2

Spoiler:
XP 600
Male unique goblin ranger [Yokai Hunter] 3
CN Small humanoid (goblinoid, kami)
Init +4; Senses darkvision 60 ft.; Perception +3

DEFENSE

AC 16, touch 15, flat-footed 12 (+4 dex, +1 natural, +1 size)
hp 27 (3d10+6); fast healing 1
Fort +5, Ref +7, Will +0
DR 2/cold iron; Immune bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10

OFFENSE

Speed 30 ft.
Melee improved unarmed strike +7 (1d2+2) or improved unarmed strike +5/+5 (1d2 +2)
Ranged 1d4 quills +6 (1d3+2)
Special Attacks favored yokai (outsider native +2)
Spell-Like Abilities (CL 3th; concentration +3)
At will – gust of wind

STATISTICS

Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats endurance, improved unarmed strike, two-weapon fighting, weapon focus (improved unarmed strike)
Skills acrobatics +5, climb +6, escape artist +5, intimidate +4, perception +3, stealth +12, survival +3
Languages Goblin, Tien
SQ favored terrain (forest +2), track +1, wild empathy +3

Sczarni

Well Dave, I gotta say, I've been meaning to purchase some of your novels since I've read a few of the snips from some of the books in the blog. I assume their is a chronological order. I can't wait to see what people come up with so I can have a 'sneak peak' of the kind of character I'll be reading about soon after Christmas!

Dark Archive Contributor

Yumeko wrote:

I love "Master of Devils", yay.

The Goblin Who Swallowed the Wind, CR 2

** spoiler omitted **

I can't tell you how cool it is to see this as the first entry!


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Thanks! At first I wanted to stat up Burning Cloud Devil or the fox kami, but.. well, Burning Cloud Devil is a tricky one and i wasn't sure how to create him. A unique qinggong monk, I thought. But I feel him mythic, so.. I'd wait Mythic Adventures for him. And as a lover of kitsune and foxes, I chose to leave that kami to a more experienced designer to make her more awesome.

Sorry for any grammar mistake, if any. English is not my first language and I always fear stupid mistakes.

At last, since I can't edit my entry, I'd like to add a little errata.

Spoiler:
In the Special Attacks entry, add "quills". At the end of the stat block, add
SPECIAL ABILITIES
Quills (Ex)
The Goblin Who Swallowed the Wind can hurl its quills as a ranged attack. This attack has a 10-foot range increment.


This is an awesome idea! Looking forward to check the final stats :D


That doesn't give me a lot of time! I'll have to take another look at Queen of Thorns (since that is the one that I read most recently)!

-Aaron

Senior Editor/Fiction Editor

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BREAKING NEWS! Lone Wolf has generously offered to up the ante on the contest. In addition to the rewards already mentioned, each of the three winners will receive a free copy of Hero Lab from Lone Wolf Development. If the winner already owns Hero Lab, you’ll be able to select up to $20 worth of add-on packages for Hero Lab.

To accommodate the new increase in prizes (and likely participation) and because none of us will be in the office next week anyway, the deadline contest has now been extended to January 2nd.

Start statting!

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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Dayum.....

That's cool of the Lone Wolf guys.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Well, that's interesting indeed...


....O_O.....must win....


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Ok lets see if I can do the Spoiler Button right.

Count Varian Jeggare:
Count Varian Jeggare, (at the End of Prince of Wolves)
NG Half Elf Fighter 1, Wizard 6
Int +5; Senses Perception +10
Defense
AC 12, Touch 12, Flat-footed 10,
Hp 34
Fort +4, Ref +2, Will +5
Offense
Speed 30’
Melee
Rapier +5 1d6 (19-20 X2)
Spells; a number of rifle scrolls of various levels 0-3.
Statistics
Str 10, Dex 12, Con 8, Int 17, Wis 12, Cha 17
Base Atk +4; CMB +4; CMD 15
Feats; Skill Focus, Diplomacy, Weapon Finess, Combat Expertise, Scribe Scroll, Alertness, Dodge, Extend Spell
Skills; Knowledge Arcane +13, Knowledge History +13, Knowledge Nobility +10, Diplomacy +12, Sense Motive +10, Bluff +8, Knowledge Religion+7, Perception +10, Profession Inspector +5, Linguistics +8, Knowledge Nature +7
Languages, Common, Varisian, Elven, Tien, Ancient Thassilonian, Polyglot, Osiriani, Infernal, Draconic
SQ; Low Light vision, Immune to magic Sleep, +2 save vs enchantment

Contributor

Beek383 wrote:

Ok lets see if I can do the Spoiler Button right.

** spoiler omitted **

Nice, but J needs some fighter levels. He was proficient with sword at the beginning of Master of Devils...


Yup they are there, he was a wis with the Rapier and long sword in Prince of Wolves too.

Dark Archive

Random tangent, cause I'm flighty like that;

Anyone know what 'shooting someone the tines' looks like? I just read Queen of Thorns, without having read any previous appearances (which might have detailed the insulting gesture).

Is it thumb and pinky gripped, with the index, middle and ring fingers extended?

And if so, is the back of the hand facing the recipient of the rude gesture (like flipping them off) or is the palm facing the recipient (like flashing a peace sign or 'giving someone the horns') or is it pointed directly at the target, stabbing at them like you are literally 'shooting them' the tines?

'Cause I could see all three (or even a back-of-the-hand gesture with the middle, ring and pinky fingers extended and the index finger and thumb folded up!).


I always thought of it as the pinky and pointer extended straight up with the back of the hand facing the recipient.

Dark Archive Contributor

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Beek383 wrote:
I always thought of it as the pinky and pointer extended straight up with the back of the hand facing the recipient.

This is it, with the thumb holding down the middle two fingers. Radovan throws it under the chin, which is extra rude. If you really want to start a fight, you also stick out your tongue.

Sczarni

Man, I wonder how to stat up Radovan's

Spoiler:
transformation special ability...

Sczarni RPG Superstar 2012 Top 32

Trinite wrote:

Man, I wonder how to stat up Radovan's

** spoiler omitted **

You could base it similar to that of a lycanthrope.

The Exchange

I'm so glad there is an extension. I just have to give this a shot (but can't while I am at work and year-end is crazy).

Dark Archive Contributor

Please help spread the word about the extension and the new prize with a link to this page (not the blog, which changes daily).

This will be huge fun with a wide variety of entries, and as gamers we all know we were going to spend a few hours over the holiday break hunched over character sheets anyway.


Dave Gross wrote:
Beek383 wrote:
I always thought of it as the pinky and pointer extended straight up with the back of the hand facing the recipient.
This is it, with the thumb holding down the middle two fingers. Radovan throws it under the chin, which is extra rude. If you really want to start a fight, you also stick out your tongue.

I'm glad I've been picturing this correctly. I think of it as what Wolverine has done to people with his claws, but you do it under your own chin.

I didn't realize that it was MORE rude to do it under your chin...

-Aaron

PS: Thanks for the extension!! And thanks to the Lone Wolf guys for upping the ante!


and here is my favorite hound.

Arnisant:

Arnisant: at the end of Queen of Thorns
Advanced Wolfhound
TN Medium Animal
Init +3; Senses Low light vision, Perception +5
Defense
AC: 16, Touch 12, Flat Footed 14, (+2 dex, +4 natural)
Hp: 21 (3D8 +6)
Fort + 7, Ref +4, Will + 3
SQ Devotion, when defending or otherwise guarding his master Arnisant receives a +4 to all saves to remain at his master’s side.
Offense
Speed: 40’
Melee: Bite +6 (1d6+3 Plus Rip or Trip)
Special Attacks: Rip, with a successful bite attack Arnisant may rip off his opponent s fingers causing 1d6 additional damage and removing the fingers from one hand. (target must have exposed fingers in order for this to work)
Trip, with a successful bite attack may make a trip attempt for free without provoking an attack of oppurintunity.
Statistics
Str 17, Dex 15, Con 17, Wis 14, Cha 6
Base Attack +3, CMB +6, CMD 18
Skills Perception +5, Survival +7
Feats: Great tracker
Tricks Known: Sit, Attack, Stay, Fetch, Track, Follow
SQ Low light vision, Scent, Memorized Sents: Varian (boss) and Radovan

Dark Archive Contributor

At this point, everyone who entered is winning. I suppose if you don't want a signed book, a limited-edition miniature, and a copy of Hero Labs, you could just leave them to it.

The Exchange

Believe me, I'm trying - it is hard to come up with something I find worthy...


I know I'm late, but I wasn't able to get to the Paizo site on the 19th or the 20th :( - I'm submitting anyway! This is my take on Radovan at the end of Master of Devils/start of Queen of Thorns.

EDIT: oh good! I just read that the deadline's been extended. Excellent result. I'm on holiday in Namibia (that's in south-western Africa), getting just a couple of minutes of passably working internet is not easy here.

Radovan
Tiefling thug (rogue) 4 martial artist (monk) 2
Medium outsider (native) N
Init +2; Senses darkvision 60 ft.; Perception +6

Defense
AC 16, touch 13, flat-footed 16 (+3 armor, +2 Dex, +1 doge)
hp 64 (6d8+16)
Fort +5, Ref +9, Will +4
Defensive Abilities evasion, uncanny dodge Resist cold 5, electricity 5, fire 5

Offense
Speed 30 ft.
Melee +1 shortsword +7 (1d6+4/19-20), bite +1 (1d6+3) or
bite +6 (1d6+3) or
unarmed strike flurry of blows +6/+6 (1d6+3)
Special Attacks brutal beating 2, flurry of blows, sneak attack +2d6, stunning fist (3/day, DC 13)

Statistics
Str 16, Dex 15, Con 12, Int 10, Wis 10, Cha 12
Base Atk +4; CMB +9; CMD 20
Feats Combat Reflexes, Deflect Arrows, Dodge, Improved Unarmed Strike, Snatch Arrows, Stunning Fist, Toughness
Skills Acrobatics +8, Bluff +9, Climb +8, Diplomacy +5, Disable Device +9, Intimidate +9, Knowledge (geography, nature, planes) +1, Knowledge (local, nobility, religion) +4, Linguistics +6, Perception +6, Sleight of Hand +9, Stealth +9, Survival +5, Swim +8; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Elven, Infernal, Tien, Varisian
SQ fiendish sorcery, frightening, rogue talents (bleeding attack +2, survivalist)
Combat Gear antitoxin, potion of cure light wounds, potion of cure serious wounds Other Gear +1 leather armor, +1 short sword, masterwork thieves’ tools, pathfinder’s kit, 308 gp

Explanation:

I would’ve liked to replace Fiendish Resistance and Fiendish Sorcery with a new ability (or abilities) but the options available didn’t work that well for the Radovan in my head. If the contest allowed it, I would’ve created something like Fiendish Luck: Some tieflings are granted a supernatural knack as forces from other planes look upon them favorably. Once a day such a tiefling may add +8 to a single d20 roll. This ability must be used before the roll is made. This ability replaces Fiendish Resistance and Fiendish Sorcery.
Maw or Claw was a great find in the Advanced Race Guide, page 169:
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
The thug archetype in the Advanced Player’s Guide, page 135, just seemed a natural fit for Radovan:
Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.
Brutal Beating (Ex): At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense.


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Well, here is Azra.

Explanation:
First off, this is a "minimalist" build... i.e. the character in the book is showing most of the cards on the table. All material is from Prince of Wolves. 15 pt buy, npc hitpoints, no traits.

Her level is set by the highest spell level she appears to cast (level 9) and the assumption that she casts as a cleric.

She is the "Ugly Little Girl"; despite Radovan's flair for theatric description, it seems that given her isolated lifestyle, her muteness and her general physical disarray, charisma is going to be her weakest stat. We all know that Dave will disagree, but oh well :). She is rugged from her physical lifestyle, and both wise and clever.

She doesn't have magical items unless they are specifically called out. I am using the special items from Kobold 14; the Arms of Faith for her tattoos and the Ring of Chastisement (infinite 1 damage force sparks). Otherwise, she doesn't specifically seem to have much in the way of arms or armor, although she probably carries around a bevy of potions which I won't bother to include here.

Other then these magic items, she uses the spherewalker prestige class from the Skinsaw Murders and the Curse subdomain from the APG.

Azra's spellcasting and classes are difficult. There are lots of thematic components to her spellcasting, and how does one handle her muteness? She seems to use dancing in place of her verbal components.
Also, she appears to cast as a cleric, but doesn't seem to have channeling affects per say. (It's hard to interpret some of her spells or effects in the book, but they don't appear to be channeling per se). She took levels in spherewalker... she is a cleric of Desna after all?

She displays great skill in healing, some ability in dancing, and she has better perception the Radovan (>+11 for James Sutters build)

Azra:

Female Cleric 7/ Spherewalker 2
Init +2; Senses Perception +13
DEFENSE
AC 13, touch 13, flat-footed 10 (+2 dex +1 dodge)
hp 49 (9d8+9)
Fort +7, Ref +6,Will +9; +4 vs. sleep effects

OFFENSE
Spd 30 ft/x4
Melee mwk starknife +9/+4 (1d4+1/x3)
Ranged mwk starknife +9 (1d4+1/x3)

Special Attacks channel positive energy 2/day (DC 12, 4d6)

Domain Spell-Like Abilities (CL 7th, concentration +10) 6/day - Touch of Good (+3), Malign Eye; 1/day - Good Fortune

Spell-Like Abilities (CL 9th); 1/day- longstrider

Cleric Spells Prepared (CL 9th, concentration +12)

5th— dispel evil D (DC 18), true seeing

4th— air walk , death ward, holy smite D (DC 17)

3rd— bestow curse D (DC 16), magic circle vs evil, remove disease, searing light, searing light

2nd— aid D, delay poison, lesser restoration, owls wisdom, resist energy, status

1st— bless , divine favor, magic weapon, protection from evil D, remove fear, shield of faith

0 (at will)— detect magic , detect poison , light, stabilize

D domain spell; Domains Good, Luck (Curse)

STATISTICS
Str 12, Dex 15, Con 13, Int 12, Wis 16, Cha 8

BAB +6, CMB +7, CMD 20

Feats Armor Proficiency (Light, Medium), Brew Potion, Dodge, Lightning Reflexes, Self-sufficient, Shield Proficiency, Silent Spell, Weapon Finesse

Skills Acrobatics +8, Diplomacy +5, Handle Animal +4, Heal +17, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (religion) +7, Knowledge (planes) +5, Linguistics +5, Perception +13, Perform (dance) +2, Profession (herbalist) +10, Ride +6, Sense Motive +8, Spellcraft +7, Survival +11

Languages Common, Varisian, Pathfinder Sign Language

SQ efficient sleep, landmark, star slinger

Equipment Arms of Faith (Wrist Tattoo), Mule, Tinkerer's Cart, Ring of Chastisement

Liberty's Edge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

OK. Last day of work yesterday and I’m traveling starting tomorrow, so I’ll see what I can do now. ^_^ Here's a post-QoT Varian Jeggare.

Explanation with massive spoilers and speculation.

Spoiler:

Alignment: Either NG or LG, and I’m going with LG for now. Varian lives in Cheliax, and although he secretly worships CG Desna, he doesn’t venerate her luck aspect as much as others. He “eschews diablerie so far as his rank lets him” (that’s probably a paraphrase, but you get the picture). He had friends and family denounced by Asmodeus- and although we don’t know very much about his mother’s death, it appears as if it occurred some time during the Thrune ascendency, and he has nightmares that he would be found as disloyal as she was. Despite all that, he’s still Chelaxian and he still served the Chelish crown.

We know he once travelled abroad in service to the throne. In PoW, he recalled a berating sergeant during his first campaign in defense of the empire. In LT he also mentioned service during the war; with some possible intrigues involved. TLP mentioned that he had served the Queen in the past. He answered each summons to war, and paid each tax and overtax. We saw he had a diplomatic mission to Qadira forty years prior to Husks. MoD mentioned that he served in the wars of colonial succession, and undertook other diplomatic missions for the Crown. He also served as a “special envoy” when his skills were useful.

Plus, he lectured a paladin. =P So I’m going with lawful, for now- although more to his ideals (Pathfinder, knowledge) than to the laws of a particular land. Even though he’s been in trouble with the law before as the result of his Pathfinder activities, he still goes about following them to the best of his ability, and I think his overly keen sense of rank and class also plays into that.

Abilities: I used heroic (20 point buy base). We’ve been able to tell that Varian is probably in his 9th decade prior to QoT, but QoT explicitly said that he was approaching a century. For a half-elf, this is in the Old age category. So I adjusted his mental stats accordingly... but not his physical. We saw in KT and QoT that the celestial dragon heart appears to have rejuvenated him.

Class and Archetype: I approached this a few different ways.

Despite not having fought for about 10 years by PoW, we know he has fighting ability. In the past we know that he took part on a fatal duel on the roof of the Grand Opera. In PoW, we found how notable it was that he does *not* have a Lepidstadt dueling scar. Such a dueling scar is considering a mark of respect in Ustalav and elsewhere (PoW, Rule of Fear); he was so good that he never received one, and at one point considered himself a Lepidstadt Master. We saw that he used flourishes, duelists stance, the “Eliendo defense”, “Andoran defense,” “Lepidstadt defense,” and other fencing movies in MoD. In QoT, he says he studied at fencing in schools in Cheliax, Andoran, Taldor, Ustalav, and half a dozen other lands. All that, plus that he served a soldier for many years seems to indicate more than a little ability.

So I started looking fighter, looking particularly at the Weapon Master, Tactician, and Lore Warden archetypes. (Aldori Swordlord would be another obvious one, except it’s so reliant on their dueling sword that it’s not quite as helpful). Going that route, I was going to try a fighter/wizard/eldritch knight... but I decided to try another approach (largely because of material in MoD and later).

Assuming that he always studied magic, even when studying martial skills- enough to be a wizard without casting spells for many years- I went with Magus (Kensai). I used the Kensai archetype because it seems to at least in part reflect his ability with the sword over other martial skills (MoD). He also never seems to wear armor, and uses something that is very similar to the Spellstrike ability in MoD. At level 6, I used the broad study arcana so he can use his wizard spells as well. One different thing I might do is create a magus arcana that lets him change an area attack ability to a melee touch ability (ie, how he uses his weapon to cast slow). If such a thing exists, let me know. ^_^

He casts 5th level spells in MoD (dream) and QoT (Cone of Cold), about equivalent to a 9th-level wizard. He was known to be a wizard of considerable talent to the elves, so that might fit. We know he studied at the acadamae in Korvosa, specialized in metamagic, and is a universalist (although he dislikes necromancy, charm, and divination). I went with the scroll scholar archetype to reflect his Pathfinder affiliation, and its abilities fit him.

I went with arcane bond. Although Arnisant is described as a companion in a way similar to the unicorn, he doesn’t seem to be a familiar. The bond I chose was an object- his ring, to reflect the light ring he seems to use everywhere.

Varian cheats. ^_^ Even with the riffle scroll rules in play (cool), he seems to use them in a slightly different way than others do- basically replacing his normal spellcasting altogether. So rather than putting a few dozen riffle scrolls in his inventory, I’m just assuming his prepared spells are riffle scrolls.

I could go in-depth about feats, skills and equipment, but this is long enough. I just wanted to mention two: Noble Scion of Lore seemed to fit him, and I took Dodge late to reflect “kitchen style evasion”’ from MoD. :P

Count Varian Jeggare, Venture-Captain of the Pathfinder Society

Spoiler:

Male Half-Elf Magus (Kensai) 6 Wizard (Scroll Scholar) 9
LG Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 25, touch 22, flat-footed 16 (+8 Dex, +3 natural, +3 deflection, +1 dodge)
hp 69 (6d8+9d6)
Fort +8, Ref +7, Will +12; +2 vs. enchantments
Defensive Abilities canny defense +6; Immune sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Shadowless Sword +14/+14/+9 (1d8+5/19-20/x2)
Special Attacks magus arcana (arcane accuracy +6, broad study [wizard [scroll scholar]]), spellstrike
Spell-Like Abilities Comprehend Languages (3/day), Identify (3/day)
Magus (Kensai) Spells Prepared (CL 6):
2 (4/day) Scorching Ray (x2), Web (DC 18), Fire Breath (DC 18)
1 (5/day) Magic Missile (x2), Burning Hands (DC 17), True Strike (x2)
0 (at will) Disrupt Undead, Read Magic, Detect Magic, Light
Wizard (Scroll Scholar) Spells Prepared (CL 9):
5 (2/day) Cone of Cold (x2) (DC 21)
4 (3/day) Wall of Ice (DC 20), Ice Storm (x2)
3 (4/day) Haste, Dispel Magic, Fireball (DC 19), Fly
2 (6/day) Scorching Ray (x4), See Invisibility, Blindness/Deafness (DC 18)
1 (6/day) Magic Missile (x2), Shocking Grasp, Protection from Evil, Identify, Comprehend Languages
0 (at will) Mage Hand, Detect Magic, Ray of Frost, Light
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 23, Wis 12, Cha 16
Base Atk +8; CMB +10; CMD 30
Feats Agile Maneuvers, Combat Expertise +/-3, Combat Reflexes (3 AoO/round), Cosmopolitan (Linguistics, Perception), Dodge, Empower Spell, Noble Scion of Lore, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Diplomacy), Weapon Focus (Longsword)
Traits Extremely Fashionable (Diplomacy), Fast-Talker
Skills Appraise +10 (+12 for small or highly detailed items when using a magnifying glass), Bluff +10, Craft (books) +4, Craft (calligraphy) +4, Craft (painting) +4, Diplomacy +26, Handle Animal +5, Heal +7, Intimidate +4, Knowledge (arcana) +31, Knowledge (dungeoneering) +15, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +15, Knowledge (nobility) +17, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +24, Perception +17 (only -1/20' while using a spyglass, instead of -1/10'), Ride +9, Sense Motive +8, Spellcraft +22, Stealth +5, Survival +4 (+8 to avoid getting lost if used with astrolabe, +6 to avoid becoming lost when using a Mapmaker's Kit as you travel)
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Jistka, Orc, Osiriani, Osiriani, Ancient, Polyglot, Shadowtongue, Shoanti, Skald, Sylvan, Takritanin, Thassilonian, Tien, Undercommon, Varisian, Vudrani
SQ arcane bonds (object [ring] [1/day]), arcane pool (+2) (9/day), chosen weapon (longsword), elf blood, metamagic mastery (1/day), perfect strike, specialized schools (universalist), spell combat
Other Gear Shadowless Sword, Amulet of natural armor +3, Ring, Ring of protection +3, Carriage (empty), Ink, black (2), Ink, colored (2), Journal, Magnifying glass, Mapmaker's kit, Noble's outfit, Paper (5), Pathfinder chronicle (Knowledge [nature]), Pocket watch, Sextant, Signet ring, Spell component pouch, Spyglass, Stationery (2), Wine, Corentyn (per bottle) (3), Just about infinite GP
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Accuracy +6 (Su) 1 Arcane Pool: +6 to attack rolls until the end of your turn.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Pool (+2) (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +6 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Longsword) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magnifying glass +2 Appraise for small or highly detailed items.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Metamagic Mastery (1/day) (Su) Apply a metamagic feat you know for free 1/day.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Sextant +4 Circumstance to navigate while above ground.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
--------------------
Also add the Death Ward effect to himself due to his celestial dragon heart (KT), and True Seeing when using the Shadowless Sword (QoT).

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Okay here is my first (hopefully not last) entry to this fine contest. My entry is Caladrel Nithanya from Queen of Thorns. As I started to read QoT, I thought that Caladrel could be part of the Shin'Rakorath. He is master of hunt so made him pretty high level character with elite array of ability scores. It was strongly highlighted that Caladreal is best scout/stealth guy Varian has ever encountered so camouflage+high Stealth skill makes that seem right to me. I left most of "common" equipment put to save space, just those important to the story are there.

Hopefully you like it. ^^

Caladrel Nithanya, Master of Hunt

Spoiler:

Male elf ranger 12
LN Medium humanoid (elf)
Init +4; Senses low-light vision.; Perception +16
--
DEFENSE
--
AC 21, touch 16, flat-footed 17 (+5 armor, +2 deflection, +4 Dex)
hp 89 (12d10+24)
Fort +9, Ref +12, Will +5; +2 vs. enchantment Defensive Abilities evasion; Immune sleep;
--
OFFENSE
--
Speed 30 ft.
Melee +1 curved elven blade +17/+12/+7 (1d10+3/18-20)
Ranged +2 comp. longbow (+2 STR) +18/+13/+8 (1d8+4/x3)
Special Attacks deadly aim, favored enemy (aberration +2, outsider (evil) +6, humanoid (elf) +2), point blank shot
Spells Prepared (CL 9th/nd; concentration +10)
3rd—burst of speed (UC)
2nd—arrow eruption (APG), bloodhound (APG)
1st —animal messenger, gravity bow (APG), pass without trace
--
STATISTICS
--
Str 15, Dex 18, Con 12, Int 10, Wis 12, Cha 10
Base Atk +12; CMB +14; CMD 26
Feats Endurance, Deadly Aim, Point Blank Shot (CS), Power Attack, Precise Shot, Quick Draw, Rapid Shot (CS), Shot On the Run (CS), Skill Focus (stealth), Weapon Finesse
Skills Climb +10, Handle Animal +8, Know (geography) +13, Know (nature ) +10, Know (planes) +10, Perception +16, Spellcraft +8, Stealth +25, Survival +12 (+18 to track)
Languages Elven, Common
SQ camouflage, combat style (archery), favored terrain (forest +4, urban +2), hunter’s bond (companions), swift tracker, quarry, wild empathy +12, woodland stride
Combat Gear +2 comp. longbow (+2 STR), +1 curved elven blade, greater slaying arrow (elf); Other Gear +2 studded leather armor, cloak of elvenkind (gives it to Radovan), pheromone arrows (EoG) (20), ring of protection +2

Contributor

Well, there's a certain amount of guesswork involved, but if I were going to stat up Iolanda from "Killing Time," this is how I'd do it:

Iolanda, Celebrated Courtesan of Absalom

Spoiler:
Iolanda CR 6
XP 2400
Human (Chelaxian) Bard 7
CN Medium Humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 22 (7d8+14)
Fort +4, Ref +7, Will +6; +4 vs. bardic performance, sonic, and language-dependant effects, +2 morale
bonus vs. mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bardic performance (move action) (21 rounds/day), bardic performance: countersong,
bardic performance: distraction, bardic performance: fascinate (3 targets) (dc 18), bardic performance:
inspire competence +3, bardic performance: inspire courage +2, bardic performance: suggestion (dc 18)
Bard Spells Known (CL 7):
3 (2/day) Deep Slumber (DC 18), Charm Monster (DC 18)
2 (4/day) Enthrall (DC 17), Eagle's Splendor, Tongues, Misdirection
1 (6/day) Remove Fear, Charm Person (DC 16), Disguise Self, Hypnotism (DC 16), Unbreakable Heart
0 (at will) Message, Light, Prestidigitation (DC 15), Ghost Sound (DC 15), Detect Magic, Lullaby (DC 15)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 21
Base Atk +5; CMB +5; CMD 17 (17 vs. Grapple)
Feats: Deceitful, Deft Hands, Free Spirit
Traits: Anatomist, Calistrian Prostitute, Charming, Optimistic Gambler
Skills Acrobatics +13, Appraise +5, Bluff +17, Diplomacy +15, Disguise +11, Escape Artist +10 (+12 to
escape a grapple or bonds), Fly +13, Heal +2, Intimidate +9, Knowledge (local) +8, Knowledge (nobility)
+8, Linguistics +5, Perform (dance) +13, Perform (sing) +13, Perform (unnatural act) +15, Profession
(courtesean) +11, Ride +3, Sense Motive +13, Sleight of Hand +8, Spellcraft +5, Survival +2, Use Magic
Device +9
Languages Common, Elven, Vudrani
SQ bardic knowledge, lore master (1/day), versatile performance abilities (dance, singing), well versed
Other Gear 69 PP, 36 GP, 22 SP, 36 CP
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (move action) (21 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (3 targets) (DC 18) (Su) One or more creatures becomes fascinated
with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage
rolls.
Bardic Performance: Suggestion (DC 18) (Sp) Make a Suggestion to one Fascinated creature.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually
attracted to you.
Free Spirit +2 bonus on saves vs. mind-affecting and on escape attempts
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Versatile Performance (Dance) +13 (Ex) You may substitute the final value of your Perform: Dance skill
for Acrobatics or Fly checks
Versatile Performance (Singing) +13 (Ex) You may substitute the final value of your Perform: Sing skill
for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
--------------------
See "Killing Time" by Dave Gross
Chapter Two: Token of Affection


Kevin Andrew Murphy wrote:
Perform (Unnatural act)

Sounds like quite a story...

Don't suppose you'll do one of these for Norret et all, Kevin...


1 person marked this as a favorite.

I wanted to add this to my entry for Azra now that I have a bit more free time (darn you lack of edit!)

Azra's muteness:
Mute (Ex) Azra cannot cast spells with verbal only components (such as Command or Holy Word), use spell completion or command word items. However years of practice and a particular divine affinity with Desna have allowed Azra to apply Silent Spell to all her feats without adjusting the spell level

Contributor

Tangaroa wrote:
Kevin Andrew Murphy wrote:
Perform (Unnatural act)
Sounds like quite a story...

Oh, there's even a full song and dance number....

Tangaroa wrote:
Don't suppose you'll do one of these for Norret et all, Kevin...

I'll be following Dave's policy and keeping my own sheets private. More fun to let everyone guess and stat things up themselves.


I have always wondered what Zandros would be like, Here is my take on him.

Zandros:

Zandros
Rogue Thug 6
CE Small Humanoid
Init +1; Senses; Perception +15
Defense
AC: 17, Touch 15, Flat Footed 15, (+2 dex, +1 size, +2 deflections, +2 Natural)
Hp: 42 (6d8+12)
Fort + 4, Ref +6, Will + 6
SQ Cursed: Zandros was cursed when he ran afoul a witch; this has left him slowly turning into a satyr like being. This has caused him to lose strength and dexterity, and slowly shrink, now the size of a Halfling.
Offense
Speed: 20’
Melee: Unarmed Strike +7 (1d4+1)
Statistics
Str 8, Dex 14, Con 14, Int 16, Wis 16, Cha 14
Base Attack +4, CMB +3, CMD 17
Skills: Bluff +8, Diplomacy +11, Intimidate +11, knowledge (local) +9, Knowledge (nobility) +9, perception +15, profession (guild leader) +9, Sleight of Hand +4,Stealth +4, Use Magic Device +5
Abilities: Sneak Attack +3d6, Frightening, Evasion, Offensive Defense, Brutal Beating, Surprise Attack, Uncanny Dodge, Finesse Rogue
Feats: Improved Unarmed Strike, Defensive combat Training, Skill Focus (Perception), Persuasive
Combat Gear: Ring of unarmed strike +2, Ring of Protection +2, Amulet of Natural Armor +2, Bracers of Dexterity +2,

Explanation:
I always thought that Zandros needed to be something really threatening once upon a time in order to continually train young boys to be murders and thieves, while still getting them to treat him with respect despite his appearance. And with Raovan being scared of him years later there must be something there to back him up. I figured it has to be more than the gaggle of new recruits he always seems to have around, I am sure a couple of hell knights would not even break a sweat taking them out.

Grand Lodge

Trinite wrote:

Man, I wonder how to stat up Radovan's ...

** spoiler omitted **

Synthesist.


1 person marked this as a favorite.

Radovan
Tiefling Rogue Knife Master 8 Fighter Cad 2
Medium outsider (native) CN
Init ; Senses darkvision 60 ft.; Perception +

Defense
AC 17, touch 13, flat-footed 14(+ armor, + Dex, + dodge)
hp 91 (7d8+2d10+36)
Fort +5, Ref +9, Will +4
Defensive Abilities evasion, uncanny dodge, Blade Sense +2 Resist cold 5, electricity 5, fire 5

Offense
Speed 30 ft.
Melee +2 keen dager +13/8 (1d4+5/17-20)
bite +7 (1d6+3/20)
bite +11 (1d6+3/20)

Special Attackssneak attack 4d8

Statistics
Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 13
Base Atk +8/3; CMB +11; CMD 20
Feats Combat Expertise, Deflect Arrows, Dodge, Improved Unarmed Strike, Snatch Arrows, Improved Dirty Trick, Improved Trip
Skills Acrobatics +15, Bluff +16, Climb +19, Diplomacy +12, Disable Device +10, Intimidate +14, Knowledge (planes) +2, Knowledge (local, religion) +5, Linguistics +3, Perception +9, Sleight of Hand +15, Stealth +17, Survival +5, Swim +7;
Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Infernal, Tien, Varisian
SQ fiendish sorcery, maw, rogue talents ( Fast Stealth , Charmer, Offensive Defense, Bleeding Attack+4 )
Dirty Maneuvers +1
Combat Gear potion of cure light wounds, potion of cure serious wounds Other Gear +2 impervious fire resistant defiant leather armor, +2 keen dagger (The Big Knife)

Explanation:

Since Radovon uses only his knife I thought what better fit than the knife master rogue archetype along with the cad fighter since he is obviously not above hitting below the belt, as we see in killing time...

I purposely wasted money on his leather armor since that's exactly what he did, he spent all the gold they were given at the end of Master of Devils on his new jacket. Though it unfortunately was only resistant to fire and not immune...which he will later learn to his misfortune.


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I love statting out these characters, I tend to do this on a subconscious level whenever I read a fantasy novel. Here is one of the Varnian's Dragon Temple Brothers.

Mon Choi:

Brother Mon Choi
Dragon temple Monk 6
CE Small Humanoid
Init +1; Senses; Perception +10
Defense
AC: 17, Touch 15, Flat Footed 12, (+1 dodge +2 dex, +1 Wis +1 Monk, +1 Shield)
Hp: 54 (6d8+6)
Fort + 7, Ref +6, Will +7
Offense
Speed: 50’
Melee: Unarmed Strike +7 (1d8+3) or
Monk hammer +4/+4, (1d8+4/1d8+3)
Unarmed Strike Flurry of blows +7/+7/+2 (1d8+3)
Special Attack: Flurry of blows, Stunning fist (6/day, DC 15)
Statistics
Str 16, Dex 15, Con 12, Int 10, Wis 13, Cha 8
Base Attack +4, CMB +9 (+11 to grapple), CMD 23 (25 vs grapple)
Skills: Acrobatics +11, Climb +12 (+18 when jumping), Intimidate +8, Knowledge (History) +6, Knowledge (local) +3, Perception +10, Stealth +11
Abilities: Flurry of Blows, Stunning Fist, Fast Movement +10’, Still Mind, Ki Pool (magic), Slowfall 30’, High Jump, Purity of Body,
Feats: Endurance, Dodge, Two Weapon Fighting, Unarmed Strike, Stunning Fist, Two Weapon Defense, Mobility, Improved grapple, Spring Attack
Combat Gear: +1 Monk hammer, MWK monk hammer

explanation:

I couldn't find any way with the books at my disposal to make a hammer a monk weapon, so I substituted the correct weapon with Monk Hammer. Being one of the six martial weapons there must be a monk version of the hammer somewhere. (Possibly only in the context of Master of Devils)


@Beek383:

One way in which you can make a hammer a monk weapon is to make the monk use the archetype "monk of the empty hand". Incidentally that is an easy way to make mostly any weapon a monk weapon.

Ultimate Magic(?) provides a way (a feat) to flurry a deity's favored weapon, so that might be another way to make it happen.


@LoreKeeper:

I saw the Empty Hand Monk, but didn't think it quite did the Dragon Temple Justice. Perhaps the Dragon Temple monk should it's own Archetype, with special weapons and access to magic it would make a very unique Monk to play.

I Will have to look at Ultimate Magic again though. I missed the Deity's favored Weapon flurry feat.

Silver Crusade RPG Superstar 2010 Top 8, Contributor

I statted up my take on Varian and Radovan in the beginning of Queen of Thorns. I'll put the explanation under a tag as there might be spoilers there.

Count Varian Jeggare (Beginning of Queen of Thorns) CR 11
XP 12,800
Monk 3/wizard 9
NG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +16
Defense
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 52 (12 HD; 3d8+9d6)
Fort +6, Ref +9, Will +12; +2 vs. enchantments+2 vs. enchantment,
Defensive Abilities evasion
Offense
Speed 30 ft. 40ft with light or no load
Melee +1 rapier +10/+5 (1d6+2/18–20)
Unarmed Strike +9/+4
Special Attacks flurry of blows, hand of the apprentice (8/day), metamagic mastery (1/day), stunning fist (5/day, DC 19)
Statistics
Str 12, Dex 16, Con 10, Int 20, Wis 16, Cha 12
Base Atk +6; CMB +8; CMD 24
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Feint, Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency(B), Scribe Scroll, Silent Spell, Stunning Fist, Vital Strike, Weapon Finesse, Feint Partner
Skills Acrobatics +7, Appraise +10, Bluff +6, Climb +6, Craft (calligraphy) +10, Diplomacy +10, Fly +11, Handle Animal +6, Knowledge (arcana) +17, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +12, Knowledge (local) +11, Knowledge (nature) +17, Knowledge (nobility) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +16, Perform (dance) +5, Ride +9, Sense Motive +16, Stealth +8, Swim +6; Racial Modifiers +2 Perception
Languages Azlanti, Elven, Minkaian, Taldane, Tien, Varisian
SQ ancestral arms, fast movement, maneuver training, still mind, familiar (Arnissant), elf blood, Traits: Classically Schooled, Rich Parents

Radovan Virholt (beginning of Queen of Thorns) CR 11
XP 12,800
Hellspawn fighter (unbreakable) 1/monk 5/rogue 6
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +15
Defense
AC 14, touch 14, flat-footed 13 (+1 Dex, +1 monk, +2 Wis)
hp 90 (12 HD; 1d10+5d8+6d8+36)
Fort +11, Ref +10, Will +8; +2 vs. enchantment,
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune disease; Resist cold 5, electricity 5, fire 5
Offense
Speed 30 ft.+10feet with light or no load
Melee +1 kukri (“The Big Knife”) +12/+7 (1d4+4/18–20), bite +11 (1d6+3), unarmed strike +11/+6 (1d10+3)
Ranged mwk dart +10/+5 (1d4+3)
Special Attacks flurry of blows, sneak attack +3d6, stunning fist (6/day, DC 18)
Statistics
Str 16, Dex 13, Con 16, Int 11, Wis 14, Cha 14
Base Atk +8; CMB +13 (+15 grapple); CMD 25 (27 vs. grapple,)
Feats Combat Reflexes, Deflect Arrows, Diehard(B), Endurance(B), Feint Partner Improved Grapple, Improved Initiative, Improved Unarmed Strike, Monastic Legacy, Quick Draw, Stunning Fist
Skills Acrobatics +9 (+14 when jumping), Bluff +12, Climb +11, Diplomacy +10, Disable Device +12, Intimidate +10, Knowledge (dungeoneering) +4, Knowledge (local) +8, Knowledge (religion) +4, Linguistics +5, Perception +15, Ride +5, Sense Motive +13, Sleight of Hand +7, Stealth +16, Survival +6, Swim +7
Racial Modifiers Acrobatics (+5 when jumping), +2 Bluff, +2 Stealth
Languages Taldane, Varisian, (Tien and Elven in progress)
SQ fast movement, maneuver training, still mind, ki pool (4 points, magic), slow fall 20 ft., high jump, purity of body, rogue talents (charmer, follow clues, offensive defense), trapfinding +3
Traits: Ever Wary, Reactionary

:
I struggled with Varian, but found a reference to him in Inner Sea Magic that listed him as 6th level Wizard, while also detailing the methods of creating the riffle scrolls. However there was some difficulty making him a swordsman like his history suggested without any levels other than Wizard. However, by substituting in the Ancestral Arms alternate racial trait and paring it with Weapon Finesse and Combat Expertise, I felt that even a Wizard would be a capable combatant.
I then figured that the travel through Minkai to Tian Xia would count for another level, and then for the time at Dragon Temple I felt that giving both Varian and Radovan 5 levels in that year's worth of time was plausible. I only gave Varian 3 levels of Monk because I felt at some point his teachings with Jade Tiger and his discovery of his calligraphy-based magic allowed him to repurpose his studies back to Wizard levels. I didn't spend much time on gear, since I feel that Dave's characters are more about what they are than what they have, and that even the most specific items like Radovan's Jacket or the Shadowless Sword are more important for their history and relation to the character than they are for their stats as items.
I made sure that Varian had one rank in EVERY Knowledge skill so that there was always a chance he'd know or remember something about anything, but made sure that Arcana and Nature were highest in keeping with both his Wizards studies and his writings on nature and his greenhouse.
I can't say that there's a lot of textual basis for the Feint Partner feat but I wanted the boys to have a teamwork feat and that one seemed very much beneficial to them both. Additionally, I feel that Varian's being described as an almost duelist's fighting style, the ability to Feint against his opponents in combat was fitting. Also, with only two iterative attacks and a bevvy of spells, I felt that Vital Strike would be an homage to him fighting with precision and intelligence more so than brute strength.

For Radovan, I started with the Big Knife. It didn't feel like a short sword, which meant using a feat or multi-classing. I preferred the latter since the Unbreakable fighter archetype gave endurance and die hard as bonus feats and seemed fitting with his life among the goatherds. As a tiefling, I found the Maw or Claw alternate racial trait a good one to have since I've never seen Radovan use spells. This gave him the Big Grin, and laid a foundation for his sturdiness as well as his affinity for all kinds of weapons. I made sure to give him Improved Unarmed Strike and Improved Grapple (BEFORE he would have had Monk levels) because Radovan clearly knows how to fight up close even before Prince of Wolves. I picked Rogue Talents that would not only highlight his ability to charm people, but also his detective-like skills.
When approaching Master of Devils, it's clear that Radovan learns a lot of monk stuff with Burning Cloud Devil. I pretty much went straigh monk levels, but I picked the Monastic Legacy feat because I felt it would echo the idea of the potential that Burning Cloud Devil saw in him, such that when Radovan reached a certain point in his training, his unarmed abilities took off and would actually exceed his monk level.
I KNOW I'm forgetting something but...I'm sure It'll come to me later. Best of luck all!


Just in Time for the Deadline here is my Radovan Virholt at the end of Queen of Throns.

Radovan:

Radovan Virholt (end of Queen fo Thorns)
Rogue 8, Monk 3
CGSmall Humanoid
Init +3; Senses; Darkvision, Perception +13
Defense
AC: 17, Touch 17, Flat Footed 14, (+1 dodge +3 dex, +2 Wis +1 Monk)
Hp: 66 (11d8+11)
Fort + 6, Ref +13, Will +7
Offense
Speed: 40’
Melee: Bite, +11/+5 (1d6+1)
Unarmed Strike, +11/+5 (1d6+1)
Silvered +2 Short Sword, +13/+7 (1d8+2)
Unarmed Strike Flurry of blows, +3+3 (1d6+1)
Ranged: Silvered Throwing Knife, +11/+5 (1d4)
Throw Short Sword, +1
Special Attack: Sneak Attack +4d6(+4 to living), Flurry of blows, Stunning fist (5/day, DC 17)
Statistics
Str 13, Dex 16, Con 12, Int 16, Wis 14, Cha 14
Base Attack +8/+3, CMB +9 (+10 to grapple), CMD 24 (25 vs grapple)
Skills: Acrobatics +10, Apprise +11, Bluff +10, Climb +8, Diplomacy +6, Disable Divise +14, Escape Artist +14, Intimidate +14, Knowledge Local +7, Knowledge Dungeoneering +7, Perception +13, Sense Motive +13, Sleight of Hand +12, Stealth +14, Swim +5
Abilities: Flurry of Blows, Stunning Fist, Fast Movement +10’, Still Mind, , Maneuver Training, Trap finding, Bleeding Attack, trap sense +2, Quick Disable
Feats: Combat Reflexes, Dodge, Deflect Arrows, Endurance, Evasion, Improved Uncanny Dodge, Improved unarmed Strike, Skill Focus (Sleight of hand), Snatch Arrows, Throw Anything, Weapon Finesse, Uncanny Dodge,
Special Qualities: Fiendish Teeth (grants a bite attack (1d6+Str damage) and +1 Intimidate) Spines, Unarmed attacks can deal piercing damage, Fiendish Luck
Combat Gear: +2 Silvered Short Sword, 12 Mwk Silvered Daggers, Mwk Thieves Tools, Toothbrush with hidden Lockpick

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